Evaluation Study of Virtual reality boty within the Human Body and within Society
Evaluation Study of Virtual reality boty within the Human Body and within Society
批准号:
07244101
负责人:
IFUKUBE Thoru
金额:
$68.35万
依托单位:
依托单位国家:
日本
项目类别:
Grant-in-Aid for Scientific Research on Priority Areas
财政年份:
1995
资助国家:
日本
项目状态:
已结题
起止时间:
1995 至 1997
中文摘要
本报告简要介绍了人体内和社会内的虚拟现实(VR)评估研究所获得的结果。最具体的结果是从医学应用中获得的。利用VR技术建立了一种新的手术方法,并证明了其有效性。在这种方法中,3D-MRI或CT扫描图像通过半透明的镜子叠加在患者的头部,以便在手术前看到疾病的位置。作为虚拟现实技术在残疾人辅助中的应用,研究了人的鼠标形状对语音感知的影响,以构建一种针对交流障碍的训练方法。从实验结果来看,虚拟现实技术有助于利用视听信息获取语言概念。通过生理和心理实验,评价了虚拟现实刺激对人体的影响。从结果来看,视动刺激显示在远周边视觉被发现干扰姿势控制和引起运动病。这种影响在宽视觉显示器的情况下比HMD更大。指出VR刺激对人体的影响应多方面客观评价。此外,从实验心理学的角度定量分析了VR暴力游戏对人类随后的攻击行为的影响。结果发现,暴力游戏导致了攻击行为,并且被试在玩游戏的情况下的攻击行为比他们只是观看游戏的情况下的攻击行为更大。在不久的将来,有必要进行长期的社会学研究,以评估VR技术对社会的影响。
英文摘要
This report briefly describes the results obtained from evaluation studies of virtual reality (VR) both within the human body and within society. The most concrete result was obtained from a medical application. A new surgical method using VR technology was established and its efficacy was proved. In this method, 3D-MRI or CT scan image is superimposed on the patient's head via a semi-transparent mirror to see the seat of a disease before the operation. As an application of the VR to the aid for the disabled, an influence of humans mouse shape on phoneme perception was investigated in order to construct a training method for the communication disorder. From the results, the VR was found to be useful to get language concept using audio-visual information. Influences of the virtual reality stimulation on the human body were evaluated based on physiological and psychological experiments. From the results, optokinetic stimulation displayed on far peripheral vision was found to disturb the posture control and cause motion sickness. This influence was larger in the case of a wide visual display than a HMD. It was pointed out that the influences of the VR stimulation on the human body should be evaluated based on many-sided approach and objective tests. Furthermore, the influence of the VR violent game on subsequent aggressive behavior of the human was quantitatively analyzed from a point of view of experimental psychology. From the results, it was found that the violent game causes the aggressive behavior and its behavior is larger in the case that the subjects play the games than that they just watch them. In the near future, a long-term sociology study will be necessary to evaluate how the VR technology influences on the society.
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